added new labe for maps fixed missing data point from filter
This commit is contained in:
+2319
-2095
File diff suppressed because it is too large
Load Diff
@@ -116,7 +116,7 @@ function AtlasLoot_HideNoUsableItems()
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local count = 0
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local leatherworking = GetSpellInfo(2108)
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AtlasLoot_Data["FilterList"] = { Type = dataSource[dataID].Type; Name = dataSource[dataID].Name;[tablenum] = {Name = dataSource[dataID][tablenum].Name}; };
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AtlasLoot_Data["FilterList"] = { Type = dataSource[dataID].Type; Name = dataSource[dataID].Name;Map = dataSource[dataID].Map; [tablenum] = {Name = dataSource[dataID][tablenum].Name}; };
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for i=1,30 do
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local info = getglobal("AtlasLootItem_"..i.."_Extra"):GetText()
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@@ -304,8 +304,12 @@ local scrollFrame = CreateFrame("Frame", "Atlasloot_Difficulty_ScrollFrame", Atl
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edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", edgeSize = 16,
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insets = { left = 4, right = 4, top = 4, bottom = 4 },
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});
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scrollFrame.Lable = scrollFrame:CreateFontString("Atlasloot_HeaderLabel", "OVERLAY","GameFontNormal")
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scrollFrame.Lable:SetPoint("TOPLEFT",Atlasloot_Difficulty_ScrollFrame,10,-10);
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scrollFrame.Lable:SetJustifyH("LEFT");
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scrollFrame.Lable:SetFont("GameFontNormal", 24);
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function AtlasLoot:ScrollFrameUpdate()
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function AtlasLoot:ScrollFrameUpdate(hide)
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local maxValue = #AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE];
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FauxScrollFrame_Update(scrollFrame.scrollBar, maxValue, MAX_ROWS, ROW_HEIGHT);
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local offset = FauxScrollFrame_GetOffset(scrollFrame.scrollBar);
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@@ -313,7 +317,7 @@ function AtlasLoot:ScrollFrameUpdate()
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local value = i + offset
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scrollFrame.rows[i]:SetChecked(false);
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scrollFrame.rows[i]:SetHighlightTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD");
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if value <= maxValue and AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE][value] then
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if value <= maxValue and AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE][value] and hide == nil then
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local row = scrollFrame.rows[i]
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row:SetText("|cffFFd200"..AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE][value][1]);
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row.itemIndex = AtlasLoot_Difficulty[ATLASLOOT_CURRENTTYPE][value][2];
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@@ -343,8 +347,8 @@ scrollFrame.scrollBar = scrollSlider
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local rows = setmetatable({}, { __index = function(t, i)
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local row = CreateFrame("CheckButton", "$parentRow"..i, scrollFrame)
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row:SetSize(150, ROW_HEIGHT)
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row:SetNormalFontObject(GameFontHighlightLeft)
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row:SetSize(150, ROW_HEIGHT);
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row:SetNormalFontObject(GameFontHighlightLeft);
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row:SetCheckedTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD");
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row:SetScript("OnClick", function()
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ItemindexID = row.itemIndex;
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@@ -377,9 +381,12 @@ local subtableFrame = CreateFrame("Frame", "Atlasloot_SubTableFrame", AtlasLootD
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insets = { left = 4, right = 4, top = 4, bottom = 4 },
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});
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function AtlasLoot:SubTableScrollFrameUpdate(tablename, dataSource, pFrame, currenttablenum)
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function AtlasLoot:SubTableScrollFrameUpdate(tablename, dataSource, pFrame, tablenum)
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local maxValue = #dataSource[tablename];
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subtableFrame.tablename = tablename;
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subtableFrame.dataSource = dataSource;
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subtableFrame.tablenum = tablenum;
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subtableFrame.pFrame = pFrame;
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FauxScrollFrame_Update(subtableFrame.scrollBar, maxValue, MAX_ROWS2, ROW_HEIGHT);
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local offset = FauxScrollFrame_GetOffset(subtableFrame.scrollBar);
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for i = 1, MAX_ROWS2 do
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@@ -396,7 +403,7 @@ function AtlasLoot:SubTableScrollFrameUpdate(tablename, dataSource, pFrame, curr
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row:SetText(string.sub(tostring(dataSource[tablename][value][1]),0,50));
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else
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row:SetText("|cffFFd200"..dataSource[tablename][value].Name);
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if currenttablenum == value then
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if tablenum == value and dataSource ~= AtlasLoot_MapData then
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row:SetChecked(true);
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end
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end
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@@ -412,7 +419,7 @@ local scrollSlider2 = CreateFrame("ScrollFrame","AtlasLootDefaultFrameSubTableSc
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scrollSlider2:SetPoint("BOTTOMRIGHT", -30, 8)
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scrollSlider2:SetScript("OnVerticalScroll", function(self, offset)
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self.offset = math.floor(offset / ROW_HEIGHT + 0.5)
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AtlasLoot:SubTableScrollFrameUpdate(AtlasLootItemsFrame.refresh[1], AtlasLootItemsFrame.refresh[2], AtlasLootItemsFrame.refresh[4], AtlasLootItemsFrame.refresh[5]);
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AtlasLoot:SubTableScrollFrameUpdate(subtableFrame.tablename, subtableFrame.dataSource, subtableFrame.pFrame, subtableFrame.tablenum);
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end)
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subtableFrame.scrollBar = scrollSlider2
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@@ -423,8 +430,11 @@ local rows2 = setmetatable({}, { __index = function(t, i)
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row:SetNormalFontObject(GameFontHighlightLeft)
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row:SetCheckedTexture("Interface\\QuestFrame\\UI-QuestTitleHighlight", "ADD");
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row:SetScript("OnClick", function()
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pFrame = { "TOPLEFT", "AtlasLootDefaultFrame_LootBackground", "TOPLEFT", "2", "-2" };
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AtlasLoot_ShowItemsFrame(row.tablename, row.dataSource, row.dataSource[row.tablename][row.tablenum].Name, pFrame, row.tablenum);
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if row.dataSource ~= AtlasLoot_MapData then
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AtlasLoot_ShowItemsFrame(row.tablename, row.dataSource, row.dataSource[row.tablename][row.tablenum].Name, row.pFrame, row.tablenum);
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else
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row:SetChecked(false);
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end
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end)
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if i == 1 then
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row:SetPoint("TOPLEFT", subtableFrame, 8, -8)
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